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After selecting "texture1.tga" as the texture file, the image looks like this:
Image "sc5_000.tga" |
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The corresponding TruFlite scenery file is "scene5.trf" (you might have to correct the relative path: "../texture/texture1.tga" and "../dem/dem1.tga").
What's still missing in this image?
The Antlantic ocean should be some other color. This could be done by changing the palette file: change the top left pixel (and all in the leftmost column, for simplicity) to blue. Or, use a bucket filling tool with your graphics editor. Or (recommended): Import the DEM file once again, but this time with the "Keep NODATA value" option checked. This gives all NODATA pixels (i. e., oceans) a special color. In your graphics editor, take the magic wand tool with a color tolerance of zero and select the oceans. Copy this selection via the clipboard into the texture file. Bucket fill this NODATA selection with any color you want.
Rivers or cities are not shown. Well, so far we have not been using any "real" texture. This would mean to use some digital texture source, like a scanned map or a map interactively retrieved from the Internet, and fit it exactly over the terrain.
Let's do an animation: For an animation we need the other data column: "Last Frame". Here the end coordinates of a straight camera movement have to be entered:
This means: The end position of the camera is exactly south of the image center, higher, and the camera is looking way down.
Moreover, we need to change the "Frame Number" options:
This means: render 20 images starting with 0, ending with 19. The output image serial numbers shall not have any offset added, i. e. shall start with zero.
Change the "Output File(s)" template to "sc6_%03d.tga".
Save the result as "scene6.trf" - our next step.
This page was last updated:
11/10/23.
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